Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Fire (...)

You create four orbs of elemental energy 1 for each of the elements of fire, wind, water and earth and hurl them at a target within range.

Make a ranged spell attack for each orb. On a hit, the target takes 2d6 damage of the type corresponding to each orb. fire damage for the fire orb, lightning damage for the wind orb, cold damage for the water orb and bludgeoning damage for the earth orb.

If at least on of the orbs dealt damage to the target you may choose one of the following effects if it's condition is met.
- If this spell dealt fire damage, the target may make a dexterity saving throw against your spell save DC, on a fail flames engulf the target and they take 2d6 fire damage at the beginning of each of it's turns.
- If this spell dealt lightning damage, the target may make a constitution saving throw against your spell save DC, on a fail electricity runs accros the targets joints and the target is paralyzed.
- If this spell dealt cold damage, the target may make a constitution saving throw against your spell save DC, on a fail patches of ice start covering the target's body,  the target's movement speed is halved, the target can only take an action or bonus action on each of it's turns and can take no reactions.
- If this spell dealt bludgeoning damage, the target may make a strength saving throw against your spell save DC, on a fail vines sprout from the ground and entangle the target. The target is considered restrained.

A creature can't be affected by the same effect twice and at the end of each of it's turns an affected creature may remake it's saving throw, ending the effect on itself on a succes.

 

* - (a piece of charcoal, a feather, a drop of water and a pebble)

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Kolaghans_scion

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